Manuel Ortega-Moral

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Real Adaboost is a well-known and good performance boosting method used to build machine ensembles for classification. Considering that its emphasis function can be decomposed in two factors that pay separated attention to sample errors and to their proximity to the classification border, a generalized emphasis function that combines both components by(More)
Computer game accessibility for people with limited vision is a challenging problem because many games, such as point-and-click games, heavily rely on mouse interaction for game world exploration. But mouse interaction requires the sense of sight for orientation and navigating through the user interface. Solutions have been proposed to this problem but(More)
This paper shows that new and flexible criteria to resample populations in boosting algorithms can lead to performance improvements. Real Adaboost emphasis function can be divided into two different terms, the first only pays attention to the quadratic error of each pattern and the second takes only into account the " proximity " of each pattern to the(More)
This paper presents a preliminary evaluation of the perceived entertainment value and ease of use of three eyes-free interfaces for point-and-click games. Interface 1 (I1) uses a web-like cyclical navigation system to change the focused interactive element. Interface 2 (I2) uses a sonar to help the user locate interactive elements with the mouse. Interface(More)
The current accessibility ecosystem that develops and delivers both assistive technologies and access features in mainstream technologies is not able to keep up, provide the diversity of solutions needed, nor reach more that a small portion of those who need them. To address this a large scale effort was proposed to provide an infrastructure that would(More)
Despite the increasing importance of digital games, game accessibility has not yet received enough attention. As a consequence it is unclear how to design games that are engaging and usable also for people with disabilities. This work analyses perceived usability, entertainment and overall experience provided by three interfaces for blind people with(More)
—Any new technology introduced in the classroom has a potential risk of increasing the divide for students with disabilities. This impact becomes greater as the new complexity of new technologies increases. In this sense, one of the most complex technologies currently being considered are educational videogames. And while the potential benefits of(More)